This 1.6.2 Version isn't working, crashes upon creating a world. Crash Report within.
java.lang.AbstractMethodError: reifnsk.minimap.BlockAccess.isBlockSolidOnSide(IIILnet/minecraftforge/common/ForgeDirection;Z)Z
at thaumcraft.common.blocks.BlockTaintFibres.func_71902_a(BlockTaintFibres.java:399)
at reifnsk.minimap.BlockDataPack.(BlockDataPack.java:140)
at reifnsk.minimap.ReiMinimap.func_110549_a(ReiMinimap.java:4500)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110542_a(SourceFile:94)
at reifnsk.minimap.ReiMinimap.onTickInGame(ReiMinimap.java:465)
at mod_ReiMinimap.onTickInGame(mod_ReiMinimap.java:28)
at net.minecraft.src.BaseMod.doTickInGame(BaseMod.java:55)
at cpw.mods.fml.common.modloader.BaseModTicker.sendTick(BaseModTicker.java:102)
at cpw.mods.fml.common.modloader.BaseModTicker.tickBaseMod(BaseModTicker.java:82)
at cpw.mods.fml.common.modloader.BaseModTicker.tickEnd(BaseModTicker.java:56)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onRenderTickEnd(FMLCommonHandler.java:377)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:836)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
All I did (literally) was spam Util.checkError() in every single line that did anything remotely openGL related along the stacktrace...
Yeah seriously. I'm surprised as well. I'm no modder but I know some basics in Java, and I highly doubted you did anything different. Yet here we are, and it works.
Sorry about the long wait, Ironically when I finally got someone who said they'd test I managed to not get time to make the debug version. Anyways, try using this and post the new stacktrace. It should let me know EXACTLY what value is supposedly invalid, where it actually throws, and (just in case) if it's actually from guiapi's code at all.
Well... Good News I guess. It works. I didn't crash. Just to be sure it wasn't some random phenomena, I retried your current release, and it still crashed. So, whatever you did to that version made it work, for me at least.
Sorry about the long wait, Ironically when I finally got someone who said they'd test I managed to not get time to make the debug version. Anyways, try using this and post the new stacktrace. It should let me know EXACTLY what value is supposedly invalid, where it actually throws, and (just in case) if it's actually from guiapi's code at all.
I know about the error, but it's only on low end hardware and I've never been able to reproduce. Every time someone's gotten the error, I've tried to get them to contact me again, but they tend to die and never post again ever.
Basically, if you are actually willing to try out debug versions and actually post again with the results I 'might' be able to fix it. Please say that's true, it's been bugging me since... 1.6 beta or something.
Hello ShaRose, I seem to having problems with using GUIAPI at all. The only core-mods I have installed are Forge and ChickenCore. I'm using MultiMC. Here's my crash report. I've tried: Reinstalling, updating my lwjgl, and using GUIAPI dependent mods without GUIAPI. They've all failed.
// Hey, that tickles! Hehehe!
Time: 4/14/13 7:31 PM
Description: Failed to start game
java.lang.RuntimeException: error loading theme
at sharose.mods.guiapi.GuiWidgetScreen.getInstance(GuiWidgetScreen.java:84)
at sharose.mods.idresolver.IDResolver.<init>(IDResolver.java:2499)
at sharose.mods.idresolver.IDResolver.getConflictedBlockID(IDResolver.java:938)
at sharose.mods.idresolver.IDResolverBasic.getConflictedBlockID(IDResolverBasic.java:110)
at net.minecraft.block.Block.<init>(Block.java:338)
at co.uk.flansmods.common.BlockPlaneWorkbench.<init>(BlockPlaneWorkbench.java:21)
at co.uk.flansmods.common.FlansMod.load(FlansMod.java:185)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:689)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:444)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:729)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.io.IOException: while parsing Theme XML: classloader:twlGuiTheme.xml
at de.matthiasmann.twl.theme.ThemeManager.parseThemeFile(ThemeManager.java:280)
at de.matthiasmann.twl.theme.ThemeManager.createThemeManager(ThemeManager.java:190)
at de.matthiasmann.twl.theme.ThemeManager.createThemeManager(ThemeManager.java:155)
at sharose.mods.guiapi.GuiWidgetScreen.getInstance(GuiWidgetScreen.java:66)
... 37 more
Caused by: org.lwjgl.opengl.OpenGLException: Invalid value (1281)
at org.lwjgl.opengl.Util.checkGLError(Util.java:56)
at de.matthiasmann.twl.renderer.lwjgl.LWJGLTexture.<init>(LWJGLTexture.java:152)
at de.matthiasmann.twl.renderer.lwjgl.LWJGLCacheContext.createTexture(LWJGLCacheContext.java:106)
at de.matthiasmann.twl.renderer.lwjgl.LWJGLCacheContext.loadTexture(LWJGLCacheContext.java:67)
at de.matthiasmann.twl.renderer.lwjgl.LWJGLRenderer.load(LWJGLRenderer.java:522)
at de.matthiasmann.twl.renderer.lwjgl.LWJGLRenderer.load(LWJGLRenderer.java:511)
at de.matthiasmann.twl.renderer.lwjgl.BitmapFont.<init>(BitmapFont.java:143)
at de.matthiasmann.twl.renderer.lwjgl.BitmapFont.loadFont(BitmapFont.java:290)
at de.matthiasmann.twl.renderer.lwjgl.LWJGLCacheContext.loadBitmapFont(LWJGLCacheContext.java:123)
at de.matthiasmann.twl.renderer.lwjgl.LWJGLRenderer.loadFont(LWJGLRenderer.java:361)
at de.matthiasmann.twl.theme.ThemeManager.parseFont(ThemeManager.java:436)
at de.matthiasmann.twl.theme.ThemeManager.parseThemeFile(ThemeManager.java:319)
at de.matthiasmann.twl.theme.ThemeManager.parseThemeFile(ThemeManager.java:271)
... 40 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Mac OS X (x86_64) version 10.6.8
Java Version: 1.6.0_24, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 497098280 bytes (474 MB) / 554369024 bytes (528 MB) up to 1069416448 bytes (1019 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.8.611 Minecraft Forge 7.7.1.611 8 mods loaded, 8 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
GuiAPI [GuiAPI] (GuiAPI-0.15.4-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
FlansMod [Flan's Mod] (Flans Mod 2.3 for Minecraft 1.5.1 Universal.zip) Unloaded->Constructed->Pre-initialized->Errored
IDResolver [ID Resolver] (IDResolver-1.5.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: NVIDIA GeForce 320M OpenGL Engine GL version 2.1 NVIDIA-1.6.36, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
I saw you on reddit! I've been playing since early beta, I've done many large-scale builds with adventure maps, I love RP, and it's hard finding a good server to play on, and this looks amazing.
Hi guys. I would like you all to know that today of all days, my mom passed away. Please excuse me as I will be inactive for a while. You guys are great, and I'll be okay. Peace,
More CTM fun. Yay. :dry.gif: Regardless, I was pleasantly surprised by this. I daresay I enjoyed it. It's a very different kind of map, it feels more like an adventure map despite it being clearly a CTM. So review time?
You wake up in an entrance area, and you proceed to enter a place known as "Hell's Highway". This is quite a literal name considering it is an EXTREMELY long stretch of obsidian with some powered rails on it with what looks like dozens of stops along the way. I, however, never found a minecart, (probably cause I derped), so I guess I'm hiking it.
Bit of a real-time tidbit, I wrote this last paragraph, (yes that one ^^^^^^^^), and then went to watch about 7 Zero Punctuation Episodes. I'm back.
One of the characteristics of CTM's is what I like to call the "Base Complex". All CTM's I have ever played either give you an on-theme, pretty looking base, or absolutely freakin nothing. This map was all "Well, how about I try both?", just like that annoying mexican girl from the taco commercial.
You get GIGANTIC CUBES OF AIR. The walls are nice, but exactly WHAT THE HELL do you think we are going to use those rooms for? DO you want me to make a scale model of BIG FREAKIN BEN? IF I WAS GOING TO DO THAT I WOULD MAKE A CREATIVE WORLD, NOT GIGANTIC CUBES!
Regardless it was nice to have a pseudo-home but it was rather useless because I never returned there.
MistaGrinch also seems to have some sort of complex where he can't remember what type of map he's making. On one challenge, (which I'll talk about later), he rewarded me with a room with some coal ore, and a chest with a DIAMOND HELMET, GLOWSTONE, MUSHROOM STEW, and much more. I just left the coal, because he already gave me a few STACKS of torches.
If you take something from these last few paragraphs of ranting don't take that it's easy because it most certainly is not.
SO let's talk about the map's namesake shall we? The highway, that apparently belongs to hell.
Each stop has a different challenge. Wait, challenges? On a CTM? Yes, you can break blocks and do anything else you want, and you really should remember that.
There are many challenges where there is apparently a way to get through without breaking blocks but then you realize you just wasted a whole lot of time because there isn't. Clever really, it got me more than once and for that you should be applauded.
Seriously, everyone just clap once. Right now. Do it. DO IT NAUGH
One of the first challenges was a layered glass cylinder with monsters infesting it. I went through the door, and completely circled around, dodging arrows and zombies as I went, looking for a door. I saw a creep explode and the realized that I'm a ****ing idiot. I broke through the glass all the way to the center where a tree was. Again, you reward a ridiculously challenging ordeal with some logs, a sapling, and a piece of dirt when you already gave me tons of materials, and get this, a farm. Yeah, an actual farm.
Another challenge was particularly mean. I walk in to see a gigantic glacier-y mountain of snow. I saw a light at the top so instead of following the path, partly due to my experience with thoroughly apathetic authority figures and partly, well fully, due to the fact I didn't see it, I climbed painstakingly to the top, true CTM style, to discover a wolf. I was so pissed I punched the wolf until it DIED.
On my way out I realized there was an actual challenge so I was a bit pissed at myself. I followed a complex path of snow and ice and even swam up a waterfall to get to the room I talked about earlier with the coal ore and the treasure chest.
There was another mean challenge with a huge tower where I fought off ghasts and paid extra attention not to **** off zombie pigmen to get to the top, and there wasn't (spoiler) ANYTHING AT ALL. Trolled.
There were other challenges like a brick dungeon and a weird water thing and many more down the path but I lost the will to do anymore so I decided this will do so I came to write the review.
I'm not gonna lie the main contributor to the score is what I didn't see, I assume it will continue to be well thought out challenges in interesting environments and thoroughly thrilling frustration and disappointment. I might be wrong.
Would I recommend? It is probably the best or second best non-Vechs CTM map I've ever played so yeah. I would.
Hi everyone! Remember me? The guy who used to review custom maps? Well I'm back, with good news! That incredibly annoting time-suck that took up several hours a week IN ADDITION to school, and my saturdays, is OVER! I will be able to finally play some maps again! In fact, I'm gonna start TONITE! Thats right I'll start a map tonight. No promising on finishing it, and definitely no promises on a review, but a promise on starting a map.
The reviews aren't coming in very rapidly, are they?
I respect if you're a busy guy and has other things to do than to review our maps, but my map has been in line for several months now!
I and probably all other avid map creators would really appreciate if you could speed up the reviewing a bit. Please? :smile.gif:
I know, I'm sorry. You guys are SUPER EPIC for sticking with it.
*Looks at thread*
He...
*Deep breath*
Hello.
*Runs away*
*Comes back*
Synthion, I would love if you could spare some of your time and spent it on playing with my map :wink.gif:
It's an incredibly difficult survival map, but not impossible (imo).
You will drown, burn and cry tears of despair, but can you complete the challenges?
I'm asking you, because you have reviewed many a map, are hard but fair and I want critique not compliance.
Title:Foursand Desc.: a desert with intense fog and almost no resources. only the expert players will know how to survive and explore to the maximum the map. Find easter eggs and secret chests to win some treats. Only one rule, endless choices. Mods required: no mods required, but some are allowed and some aren't. Texture pack required: anyone, except x-rays :biggrin.gif: Difficulty: 8/10 (on the first night, 6-10/10 for the rest on easy+, 4-5/10 on peaceful Multiplayer: Although someone would help you a lot and make things quicker, it's not designed for multiplayer. Genre: Survival if you play on easy+ /Puzzle on peaceful Video:
If you like the map, please leave a review on my topic to so it gets bumped and more people can play it.
C418 and Notch just pro-trolled you. Check the sound files, they have footsteps randomly play when in strongholds. I've heard it myself, its pretty funny actually.
Classy Mojang, classy.
I love little elements like this that are so much scarier then anything visible they could make, (ESPECIALLY in minecraft)
Hey I made the Early 20th Century City map you were going to review. I was wondering if you already have downloaded it? If so, download the latest version because I think you have an old one, which is outdated. :smile.gif:
Oh, and also, I renamed the map Mineton city. Make sure to add that name to the to-do list.
People have asked that question before, no, I download the map right before I play it. I will change the name immediately.
0
at thaumcraft.common.blocks.BlockTaintFibres.func_71902_a(BlockTaintFibres.java:399)
at reifnsk.minimap.BlockDataPack.(BlockDataPack.java:140)
at reifnsk.minimap.ReiMinimap.func_110549_a(ReiMinimap.java:4500)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110542_a(SourceFile:94)
at reifnsk.minimap.ReiMinimap.onTickInGame(ReiMinimap.java:465)
at mod_ReiMinimap.onTickInGame(mod_ReiMinimap.java:28)
at net.minecraft.src.BaseMod.doTickInGame(BaseMod.java:55)
at cpw.mods.fml.common.modloader.BaseModTicker.sendTick(BaseModTicker.java:102)
at cpw.mods.fml.common.modloader.BaseModTicker.tickBaseMod(BaseModTicker.java:82)
at cpw.mods.fml.common.modloader.BaseModTicker.tickEnd(BaseModTicker.java:56)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onRenderTickEnd(FMLCommonHandler.java:377)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:836)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
0
Yeah seriously. I'm surprised as well. I'm no modder but I know some basics in Java, and I highly doubted you did anything different. Yet here we are, and it works.
0
Well... Good News I guess. It works. I didn't crash. Just to be sure it wasn't some random phenomena, I retried your current release, and it still crashed. So, whatever you did to that version made it work, for me at least.
0
I'll test it post-haste.
0
Absolutely. I'd love to see this issue fixed.
0
0
IGN: synthion
Why should we include you?
I saw you on reddit! I've been playing since early beta, I've done many large-scale builds with adventure maps, I love RP, and it's hard finding a good server to play on, and this looks amazing.
0
~Synthion
0
Nevermind.
0
CTM
More CTM fun. Yay. :dry.gif: Regardless, I was pleasantly surprised by this. I daresay I enjoyed it. It's a very different kind of map, it feels more like an adventure map despite it being clearly a CTM. So review time?
You wake up in an entrance area, and you proceed to enter a place known as "Hell's Highway". This is quite a literal name considering it is an EXTREMELY long stretch of obsidian with some powered rails on it with what looks like dozens of stops along the way. I, however, never found a minecart, (probably cause I derped), so I guess I'm hiking it.
Bit of a real-time tidbit, I wrote this last paragraph, (yes that one ^^^^^^^^), and then went to watch about 7 Zero Punctuation Episodes. I'm back.
One of the characteristics of CTM's is what I like to call the "Base Complex". All CTM's I have ever played either give you an on-theme, pretty looking base, or absolutely freakin nothing. This map was all "Well, how about I try both?", just like that annoying mexican girl from the taco commercial.
You get GIGANTIC CUBES OF AIR. The walls are nice, but exactly WHAT THE HELL do you think we are going to use those rooms for? DO you want me to make a scale model of BIG FREAKIN BEN? IF I WAS GOING TO DO THAT I WOULD MAKE A CREATIVE WORLD, NOT GIGANTIC CUBES!
Regardless it was nice to have a pseudo-home but it was rather useless because I never returned there.
MistaGrinch also seems to have some sort of complex where he can't remember what type of map he's making. On one challenge, (which I'll talk about later), he rewarded me with a room with some coal ore, and a chest with a DIAMOND HELMET, GLOWSTONE, MUSHROOM STEW, and much more. I just left the coal, because he already gave me a few STACKS of torches.
If you take something from these last few paragraphs of ranting don't take that it's easy because it most certainly is not.
SO let's talk about the map's namesake shall we? The highway, that apparently belongs to hell.
Each stop has a different challenge. Wait, challenges? On a CTM? Yes, you can break blocks and do anything else you want, and you really should remember that.
There are many challenges where there is apparently a way to get through without breaking blocks but then you realize you just wasted a whole lot of time because there isn't. Clever really, it got me more than once and for that you should be applauded.
Seriously, everyone just clap once. Right now. Do it. DO IT NAUGH
One of the first challenges was a layered glass cylinder with monsters infesting it. I went through the door, and completely circled around, dodging arrows and zombies as I went, looking for a door. I saw a creep explode and the realized that I'm a ****ing idiot. I broke through the glass all the way to the center where a tree was. Again, you reward a ridiculously challenging ordeal with some logs, a sapling, and a piece of dirt when you already gave me tons of materials, and get this, a farm. Yeah, an actual farm.
Another challenge was particularly mean. I walk in to see a gigantic glacier-y mountain of snow. I saw a light at the top so instead of following the path, partly due to my experience with thoroughly apathetic authority figures and partly, well fully, due to the fact I didn't see it, I climbed painstakingly to the top, true CTM style, to discover a wolf. I was so pissed I punched the wolf until it DIED.
On my way out I realized there was an actual challenge so I was a bit pissed at myself. I followed a complex path of snow and ice and even swam up a waterfall to get to the room I talked about earlier with the coal ore and the treasure chest.
There was another mean challenge with a huge tower where I fought off ghasts and paid extra attention not to **** off zombie pigmen to get to the top, and there wasn't (spoiler) ANYTHING AT ALL. Trolled.
There were other challenges like a brick dungeon and a weird water thing and many more down the path but I lost the will to do anymore so I decided this will do so I came to write the review.
I'm not gonna lie the main contributor to the score is what I didn't see, I assume it will continue to be well thought out challenges in interesting environments and thoroughly thrilling frustration and disappointment. I might be wrong.
Would I recommend? It is probably the best or second best non-Vechs CTM map I've ever played so yeah. I would.
0
I know, I'm sorry. You guys are SUPER EPIC for sticking with it.
I will respond to all applications presently.
Added
d'awwwwwwwwww thanks
added
don't do ac, soz
looks cool
k added
0
Ummm, no, sorry. No offense, but so far the other apps have been better.
Hey, congrats on getting CSparklez to play your map!
9
Classy Mojang, classy.
I love little elements like this that are so much scarier then anything visible they could make, (ESPECIALLY in minecraft)
So, yeah, trolololol
0
d'awwwwwwwwww
thanks
0
People have asked that question before, no, I download the map right before I play it. I will change the name immediately.